/* public static List<string> getHighScores(Level level) { List<string> higscores = new List<string>(); } */ public static void saveLevel(Level level) { Filer.saveToFile(level, storageLocation + "xml/Levels/" + level.LevelName); }
public static void publishLevel(Level level) { // Connector.sendToServer(levels); }
// private int currentScore; public GameInstance(Level level) { myLevel = level; }
// set a new level public void newLevel(Level level) { // clear the current level GameController.CurrentGame.Renderer.clearAll(); // set level base as the new level myLevel = level; // set theseus and minotaur location theseusLocation = myLevel.TheseusLocation; minotaurLocation = myLevel.MinotaurLocation; theseusLast = myLevel.TheseusLocation; minotaurLast[0] = myLevel.MinotaurLocation; minotaurLast[1] = myLevel.MinotaurLocation; // build base game board buildCells(); gameState = true; canUndo = true; }
private static void loadGameBoard(Level level, object sender, Theseus theseus, Minotaur minotaur) { int Theseus = level.TheseusLocation; int Minotaur = level.MinotaurLocation; int Exit = level.ExitLocation; int count = 0; Button loadButton = sender as Button; var theButton = sender as CustomControl_Button; Form parentForm = loadButton.FindForm(); foreach (Cell cell in level.CellCollection) { theButton = parentForm.Controls.Find(count.ToString(), true).FirstOrDefault() as CustomControl_Button; if (Theseus == count) { OldTheseusButton = theButton; OldTheseusButton.ChildCharacter = theseus; LevelDesigner.MyLevel.TheseusLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(OldTheseusButton.ChildCell); } else if (Minotaur == count) { OldMinotaurButton = theButton; OldMinotaurButton.ChildCharacter = minotaur; LevelDesigner.MyLevel.MinotaurLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(OldMinotaurButton.ChildCell); } else if (Exit == count) { OldExitButton = theButton; OldExitButton._PreviousCell = theButton.ChildCell; Cell cellll = new Cell() { Type = CellType.Exit }; theButton.ChildCell = cellll; LevelDesigner.MyLevel.ExitLocation = LevelDesigner.MyLevel.CellCollection.IndexOf(theButton.ChildCell); } count++; } { } }
// creates level and adds it to current level public static void createLevel(int width, int height) { _MyLevel = new Level(width, height); }